Take fall damage after a high jump dnd-5e rpg
I have a Monk / Druid multiclass (2 monk levels). He jumped on himself, wild in the form of a brown bear, activated by the passage of the wind , then he took a high jump, with a height of 42 ‘:
High JumpYes, take 40 feet of fall damage.
The PHB does not respond to this unambiguous: when you fall, the specified damage is taken;
skip not add exceptions.
Rules are a way to get very high, but they offer no protection against the consequences of that choice.
I suggest landing somewhere other than a four-story plummeting bear on the ground, like a ledge 35 feet above where your jump-started.
Or the use of super-jump to perform impressive long jumps that do not have the height problem.
Or wait until the Monk levels properly make you impressive enough to protect from drop distances like that.
There is one way to get a RAW exception to the fall-free rule: DMs can make better-suited decisions than a straight reading of a certain rule.
If there is good reason to believe that throwing yourself and four plants in the air would result in a graceful landing, the DM need only say that it is, and it is.
(Note, however, that a DM stopping to make a decision to better reflect the situation should also take a moment to contemplate the nature of the bears: the bears cannot jump regardless of strength. Highlight that the anchor point from the ends of the scale: the giant shark has STR
now the image is to do a high jump over the ground.
Once DM fails to enter the situation, “but GROSS says only force!”
or “It doesn’t say that I have to be able to move on earth!”
not a helpful rejoinder.)
But if you’re trying to figure out what situation base the rules to establish before replacing with the DM of judgment: take 4d6 damage and land prone.
The Player of the Manual:
High jump . When doing a high jump, jump in the air a number of feet equal to 3 + your Strength modifier if it is changed to less than 10 feet standing immediately before the jump. When you do a permanent high jump, you jump only half that distance. Either way, each foot clear in the jump of one foot costs of movement. In some circumstances, your DM may allow you to do a Verification Force (Athletics) to jump higher than it normally can.
A fall from a great height, it is one of the most common dangers faced an adventurer.
At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, up to a maximum of 20d6. The creature lands prone, unless fall damage is prevented.
The passing of the Wind
… His jump distance was doubled during the turn
… the creature from the jump distance triples …
The Combination Of Magic Effects
The effects of different spells add together, while the duration of the overlay spells. The effects of the same spell multiple times do not combine, however. Instead, the most powerful effect – like the biggest bonus – of castings is applied, while their durations overlap.
The latter offers several interesting possibilities for how these combinations actually work – but that’s another matter .
Giving ” the jump ” and ” autumn ” of their common English meanings (1.b & 2.b, being the most appropriate), are not the same thing. Jumping is voluntary and in control, falling is involuntary and out of control. So the first does not automatically lead the second to my mind.
From the basics, a PC can jump up to 3 + Strength modifier, without the magic this is a maximum of 8 ‘- so there is no drop in considerations. A monster or PC magic-up with a Strength of 24+ or a thief with a Second floor, Working and high enough Strength and Dexterity can jump into the danger zone (> 10 ‘). I would say that if they are strong enough to jump that high, they have the muscle strength to absorb the impact of the landing without damage. There are some simple physics here – the speed at which they leave the ground equals the return speed if the leg muscles can generate that speed then tell me it can absorb skeleton 5e.
As a side note, I would like the rule that you can safely jump down to less than 10 ‘or equal to the maximum height jump, whichever is greater. Oh, and you don’t need a run to jump “straight” down. If you are jumping across a chasm to a lower ledge, I’d like to rule that as long as the total reduction from high to low point not to exceed this drop would not be a consideration.
The Passage of the Wind
A monk with the Passage of the Wind can double these heights. A monk level 5 won’t take damage from a fall like this anyway. For lower levels, like this is a specific characteristic class at a cost; would be reluctant to nerf.
The jump can be thrown at anyone, and takes the maximum value of a very strong PC at 24 ‘and monsters at 36’. I can’t accept that this level 1 spell is meant to give the PC the power to leap into the air (high), and then descend by the drop of its death. This is simply not credible, especially when you consider the comment designer on how he sees the spell being used.
Wow! What a great idea the PC! Of course, you don’t take fall damage and get some inspiration while you’re at it!
YMMV. Since there is no rule that directly states what happens one way or the other, it is your DM to make a decision.
In the previous versions (3rd edition in its later variants, I know, but I don’t know how 4th edition dealt with it), that being trained in Salto’s ability meant that he has controlled his offspring, and thus took no damage, without matter how far you’ve traveled. You can even use the Skill Jump to negate 10 feet of fall damage.
However, you are asking for the 5th edition, and as you have indicated that there is nothing saying one way or the other. On the other hand, the jump that just appeared is your basic jump – one that doesn’t require an Athletics Force checking skill to do. I would personally like to affirm that you had to take no harm from it; Taking the fall damage from your well planned moment of awesome seems like an unfair mite to me. You must be in control of yourself throughout the jump.
Another possibility might suggest if the DM doesn’t go the easy way, it’s the one that can make an Athletics Force Skill Check or a Force-save to avoid damage. This could be a good compromise solution.
And of course your DM could go with slaps that damage anyway. Take your lumps like a bear (it must survive easily; as Miniman pointed out the fall in damage should be 4d6, not 4d10, which means most of the fall could do is 24 points of damage, and you are the way to Bear has 34 hit points), and enjoy in his moment impressive despite the damage.
RAW, of course, does not say one way or the other, thus leaving Judgment DMs (DMJ).
However, the cited sources and language imply bridging large horizontal distances. I would like to invoke the Olympics as an example: long jump versus high jump. Note that both events use various surfaces of the earth. Arena in one case, and a large poofy pad in the other.
RAW – The Jump spell makes no mention of one way or the other as if the distance is only horizontal or vertical. And the same is true of Paso del Viento – although it is paired with mention of Disengagement and Script – that the writers arguably were thinking horizontally, rather than vertically. Moving rules that specify jump distance mention for jump length and height – so there is no clarification there.
Personally I would say that it is sure to stop reaching those heights – but it probably does not protect you much from the fall.
- There are other abilities and spells that improve Fall Damage, which must be used to cover.
- I don’t think anyone is proposing that the Leap or Pass the Wind spell is used to allow someone to jump down from a great height without taking damage?
Taken individually the 2x or 3x multipliers do not result, at heights that are probably for a heroic character who are harming themselves. Taken together – they allow a PC to jump onto a ledge or rooftop, but still need to be careful of vertical jumps without a safe landing. So yes 4d6 of damage seems reasonable.
Side note the additive of the nature of spell effects in p205 could be read as (2 + 3) x7 = 35 instead of 2x3x7 = 42.